Weapon (dagger), artifact (requires attunement by a by a humanoid.)

This long dagger of spiraling black metal inlaid with veins of cracked gold was forged by the hands of a powerful deity to ensure a particular outcome of a certain prophecy. The hilt of the knife has two small needle-like spikes protruding on opposite ends. Every time a melee attack is made with the weapon the wielder takes 1d4 piercing damage.

The dagger has 6 charges and regains 1d4 charges at dawn. On a melee hit, two charges can be spent to force the creature hit by the attack to make a DC 17 Wisdom saving throw. On a failure, the target is surrounded by radiant flame, and their flesh is turned to golden ash leaving behind kintsugi bones of cracked gold and silver. The target dies. This condition bypasses death ward and similar spells. The same fate befalls the wielder. Every time this feature is successfully used another vein of gold is added to the blade.

On a successful save, the wielder of Assurance takes 2d12 psychic damage, and the target is unaffected.

You have a +3 bonus to attack and damage rolls made with this magic weapon.

Proficiency with a Dagger allows you to add your proficiency bonus to the attack roll for any attack you make with it.


This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.

Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.

Notes: Bonus: Magic, by a humanoid., Damage, Combat, Finesse, Light, Thrown, Nick

Item Tags: Damage Combat

PeterWray

Comments

Posts Quoted:
Reply
Clear All Quotes